

                                 "LASER SQUAD"
                            By Julian Gollop (1988)

Edited instructions taken from "Laser Squad" Players' Manual by Julian Gollop.
Edited by Ian Coates (OKTUP@MONO.CITY.AC.UK)

     COPYRIGHT

Julian Gollop has kindly agreed to this game being made Public Domain. Anyone
is freely allowed to duplicate and distribute this game for use in Spectrum
emulators. It is requested that the identification of Julian Gollop as the
author of this software is not removed and the code not altered. E-mail me
(OKTUP@MONO.CITY.AC.UK) for further details.

     OVERVIEW

Laser Squad is played in a series of game turns. Each player, during his turn
controls a small number of units which represent humans, droids, or other
creatures. Each unit has its own individual name and characteristics which
affect the abilities and activity of that unit. At the start of each game turn
each unit is allocated a number of "Action Points" (or APs) which are used for
performing all activities of that unit such as movement, combat, manipulating
objects etc. Once all action points are used for each unit, or the player does
not wish to use any more, the 'end turn' option is selected and the other
player (or the computer) takes his turn. The winner of the game is the first
side to accumulate 100 victory points. Victory points are awarded for various
things such as eliminating enemy units or destroying certain installations,
depending on the scenario being played.

     EQUIPMENT SELECTION

You are given a limited number of credits (depending on the difficulty level
selected) to spend on armour and weapons.

Armour: Use <UP> and <DOWN> to cycle through options, <FIRE> to select
          4 is the strongest
          1 is the weakest
          0 is no armour
Weapons:  Use <LEFT> and <RIGHT> to cycle through available weapons. Use <UP>
          and <DOWN> to select unit to arm and the <RIGHT> to add that weapon
          to his supplies or <LEFT> to remove that weapon if he is already
          carrying it. Press <FIRE> twice to finish arming

NOTE:     The Marsec Autogun is generally believed to be the best all-round
          weapon (backed up with a couple of grenades and level 2 armour)

     DEPLOYMENT

Use <UP>, <DOWN>, <LEFT>, <RIGHT> to choose which square to start unit on and
then <FIRE> to select.

     SIMPLE IN-GAME INSTRUCTIONS

Most of the in-game stuff is hopefully fairly obvious, and there is a *lot* of
it to type up ! So here are some of the less obvious features in the game:

ACTION POINT COSTS OF ACTIONS:

Turn 45 degrees <LEFT> & <RIGHT> keys:  1 AP
Move forwards <UP> key:       4 APs (if movement is on diagonal then +2 APs)
Move backwards <DOWN> key:    6 APs (if movement is on diagonal then +2 APs)

The following actions don't have a fixed AP cost, but use a percentage of the
Action Points you started with at the *beginning* of *this* turn:

Change object:      25%
Pick Up:            25% if units hand are empty
                    50% if unit already is using an object
Drop:               10% (it is be possible to hide objects in certain places)
Load Weapon:        50%
Prime Grenade:      20%  (when priming, "0" means end of this turn, "1" means
                         end of computers next turn, "2" end of your next turn
                         and so on)
Open:               20%
Close:              20%
Unlock:             25% (requires correct key and unit to be facing door)
Lock:               25% (requires correct key and unit to be facing door)
Throw:              20%  (object will be caught if recipient is empty handed
                         and facing thrower)
Fire:               Depends on weapon type and type of shot used. See table
                    below or in-game menu for actual % AP cost
                    Aimed Shot:    Highly accurate single shot, but costs a
                                   lot of APs
                    Snap Shot:     Single shot, less accurate, but costs less
                                   APs
                    Auto Shot:     Burst of fire between 2 selected points. A
                                   minimum of 3 shots must be made. Least
                                   accurate, but cost very few APs per shot.
                                   (not all weapons have autofire)

LINE OF SIGHT: Each player can only see in a 90-degree arc, which extends 45
degrees to each side from the direction the unit is looking.

OPPORTUNITY FIRE: Opportunity fire is an essential feature of the tactics
employed in Laser Squad. If a unit is left with at least half its Action Point
Allowance at the end of the game turn then it will be eligible for opportunity
fire. During your opponents turn opportunity fire will be triggered when an
enemy unit moves into the field of vision of your unit. Control will switch to
you in fire mode which allows you to shoot the enemy unit. Once you select the
<END FIRE> option then you opponent can continue with his turn.


WEAPONS TABLES
                                           %
                                           C  %                       R    
                                           L  C                       A
                                           O  L                       N
                                           S  O                       G
                                           E  S                       E
                                     %        E                       D   
                                     C     C                               
                                     L     O  C                 %     C    
                                     O  C  M  O     %     %  %  A     O   A
                                  %  S  L  B  M  %  A  %  S  A  I     M   M
                                  C  E  O  A  B  A  T  S  N  I  M     B   M
                                  L     S  T  A  U  U  N  A  M  E     A   U
                                  O  C  E     T  T  O  A  P  E  D     T   N  
                               A  S  O     S     O     P     D            I
                               P  E  M  C  T  A     S     S     S  %  D   T
                           C         B  O  R  G  S  H  S  H  S  H  S  A   I
                           O   C  C  A  M  E  I  H  O  H  O  H  O  K  M   O
                           N   O  O  T  B  N  L  O  T  O  T  O  T  I  A   N
                           S   S  M     A  G  I  T     T     T     L  G   
                           T   T  B  A  T  T  T     A     A     A  L  E   C
                           I      A  C     H  Y  A  C  A  C  A  C         A
                     W     T   I  T  C  D        P  C  P  C  P  C  F  F   P
                     E     U   N     U  A  B  B     U     U     U  A  A   A
                     I  S  T      C  R  M  O  O  C  R  C  R  C  R  C  T   C
                     G  I  I   M  O  A  A  N  N  O  A  O  A  O  A  T  C   I
                     H  Z  O   A  S  C  G  U  U  S  C  S  C  S  C  O  O   T
                     T  E  N   P  T  Y  E  S  S  T  Y  T  Y  T  Y  R  R   Y
----------------------------------------------------------------------------
AP50 GRENADE         2  2  60  0  -  -  -  -  -  -  -  -  -  -  -  -  90  -
AP75 GRENADE         4  3 130  0  -  -  -  -  -  -  -  -  -  -  -  - 160  -
DAGGER               1  2  60  0 17 58 20 13 33  -  -  -  -  -  -  -   -  -
EXPLOSIVE           15  8  80  0  -  -  -  -  -  -  -  -  -  -  -  -  70  -
HEAVY LASER         28 34 126  3 50 24 11 17  7  3  3 17 10 33 16  6  45 50
L50 LAS-GUN         16 14 120  2 33 34 10 17 10  5  4 20 12 50 24  5  30 40
L80 LAS-GUN         14 18 112  2 25 30  8 17  8  -  - 25 28 50 64  4  48 10
LIGHT SABRE          5  4 180  0 20 46 84 17 33  -  -  -  -  -  -  -   -  -
M4000 AUTO-GUN      10 12 106  2 25 40  8 20 10  3  5 25 16 50 40  8  49 20 
M50 AUTO-PISTOL      5  4 103  0 25 26  5 25 13 10  3 20 12 50 30  5  42 12
MARSEC PISTOL        6  4 100  0 20 50  6 17 17  -  - 13 10 25 22  7  40  8
MARSEC AUTO-GUN     12 14 116  2 25 38 10 20  9  6  5 25 18 50 45  8  58 20
MK-1                14 12 136  1 25 36  8 17 13  8 12 33 24 33 57 10  53 30
MS AUTO CANNON      26 30 120  3 33 26 11 17  7 13  8 25 20 50 40  7  78 12
PUMP SHOT GUN        9  9 106  0 25 40  8 20 14  -  - 25 16 50 38  7  64  6
ROCKET LAUNCHER     12 22  86  3 50 26  9 14  8  -  - 33 10 67 18  5 160  1
SNIPER RIFLE         7  8  98  1 20 52  8 20 13  -  - 33 26 67 56 13  52 12

EXPANSION KIT (#6: "THE STARDRIVE" & #7 "LASER PLATOON")

AP100 GRENADE        4  3  65  0  -  -  -  -  -  -  -  -  -  -  -  - 130  -   
AP60 GRENADE         2  2  40  0  -  -  -  -  -  -  -  -  -  -  -  -  80  -
AUTO-CANNON         26 30 120  3 33 26 11 17  7 12  8 25 20 50 40  7  78 12
H50 LAS-GUN         25 30 126  3 50 25 12 17 12  3  3 17 12 33 18  6  45 40
KASTEC RIFLE         8  9 100  1 25 50  7 20 10  -  - 33 28 67 60 12  52 12
KASTEC AUTO-GUN      9  7 100  1 25 45  6 20 14  6  5 20 12 50 35  6  35 20
LIGHT SABRE          1  5 180  0 17 55 90 14 20  -  -  -  -  -  -  -   -  -
MK-2                14 13 120  2 33 45  9 20  9  8 20 25 24 33 55 10  58 30
PUMP SHOT GUN       10  9 106  1 25 45  6 25  7  -  - 25 10 50 30  6  40  6
ROCKET LAUNCHER     25 25  90  3 50 20 10 17  8  -  - 33 10 67 15  5 130  1
SP30 PISTOL          6  4  90  0 20 50  5 25 14  -  - 12 16 25 22  7  45 10

AMMUNITION RELOAD TYPES:

WEAPON                        AMMUNITION TYPE
-------------------------------------------------

HEAVY LASER                   HEAVY LAS-PACK
L50 LAS-GUN                   L50 LAS-PACK
L80 LAS-GUN                   L80 LAS-PACK
M4000 AUTO-GUN                M4000 GUN-CLIP
M50 AUTO-PISTOL               PISTOL CLIP
MARSEC PISTOL                 PISTOL CLIP
MARSEC AUTO-GUN               MARSEC GUN-CLIP
MK-1                          MK-1 CLIP
MS AUTO CANNON                CANNON CLIP
PUMP SHOT GUN                 SHOT GUN CLIP
ROCKET LAUNCHER               ROCKET
SNIPER RIFLE                  RIFLE CLIP

EXPANSION KIT (#6: "THE STARDRIVE" & #7 "LASER PLATOON")

AUTO-CANNON                   CANNON CLIP
H50 LAS-GUN                   H50 LAS-PACK
KASTEC RIFLE                  RIFLE CLIP
KASTEC AUTO-GUN               AUTO-GUN CLIP
MK-2                          MK-2 GUN CLIP
PUMP SHOT GUN                 SHOT GUN CLIP
ROCKET LAUNCHER               ROCKET
SP30 PISTOL                   PISTOL CLIP

THE SCENARIOS

#1 "THE ASSASSINS"

The Marsec Corporation manufactures the best weapons in the galaxy, but its
boss, Sterner Regnix, uses unsavoury methods to extract the best from his top
scientists. THe use of mind control drugs and cybernetic implants is widely
used, but officially denied by Marsec. The Inter-stellar Trading Standards
Authority is powerless to intervene. A small band of ex-employees have decided
to assassinate Sterner Regnix. They have located his private home on the
planet CX-1 and will stop at nothing until Sterner is dead.

ASSASSIN SQUAD:     Deploy: on red and yellow squares outside house. Doors
                    into house at east and west ends
                    Victory Conditions: Eliminate Sterner Regnix
DROID SQUAD:        Deploy: on blue squares inside house
                    Victory Conditions: Eliminate all assassins and protect
                    Sterner Regnix

#2 "MOONBASE ASSAULT"

The Omni Corporation's moonbase on Arid-6 holds security information on the 30
billion population of galaxy sector nine. Somewhere in sector nine is the
rebel star system, the infamous 'Rebelstar', which still remains a secret from
all its enemies. However the Arid-6 moonbase represents the biggest threat to
the rebels so far with an increasing amount of data on rebel movements. A
small band of rebels have penetrated the moon's outer defences and are poised
to launch an attack on the moonbase itself.

LASER SQUAD:        Deploy: on red and yellow squares outside the moonbase.
                    Entry can only be gained via airlocks
                    Victory Conditions: Destroy enough Databanks and Analysers
                    to achieve 100 Victory Points (VPs). 
                    Databank = 5 VPs
                    Analyser = 2 VPs
OMNI CORP:          Deploy: on magenta squares inside moonbase
                    Victory Conditions: Eliminate all of the Laser Squad
#3 "RESCUE FROM THE MINES"

A routine rebel mission has gone badly wrong. A reconnaissance mission in one
of the Metallix corporation's mine installations has resulted in death of most
members of a rebel squad. However all is not lost. Three members of the squad
have been imprisoned on one level of the mine and they have vital information
on the mine complex. A small squad has been assembled to free the prisoners.

LASER SQUAD:        Deploy: on red and yellow squares on top right and left of
                    map
                    Victory Conditions: All three prisoners must be moved to a
                    lift shaft. Explosive needed to free prisoner
METALLIX CORP:      Deploy: on blue squares in mine complex
                    Victory Conditions: Kill at least 5 rebels

#4 "THE CYBER HORDES"

In this scenario a small band of rebels must defend a rebel planet station
from attack by an imperial droid squad on the large planet of Azar. The base
contains seven stabiliser cores which prevent seismic instability under the
planets thin crust. The imperial squad leaders have pinpointed the weaknesses
in Azars defences and have assembled a squad designed for the task of
destroying the cores. If they succeed the existence of the entire rebel colony
on Azar would be threatened.

REBEL SQUAD:        Deploy: on red squares inside base
                    Victory Conditions: 
                         2 player game: eliminate all 8 droids
                         1 player game: computer receives reinforcements. Kill
                                        enough droids to achieve 100 victory
                                        points.
DROID SQUAD:        Deploy: on blue squares in top left and bottom left of map
                    Victory Conditions: destroy at least 5 stabiliser cores

NOTE: This level appears to be bugged at higher difficulty levels with the
computers reinforcements not starting on the deployment squares, but instead
somewhere else on the map

#5 "PARADISE VALLEY"

The destruction of the planetary stabiliser base has left the Azarian colony
in ruins. Volcanic eruptions have destroyed most of the major installations
and the imperial assault ships hover above the atmosphere like vultures
waiting for their prey to die. Such a massive attack on such a small colony
could only have one objective - to locate and capture the rebel blueprints for
their advanced starfighter. Rather than destroy all their work the Rebels have
transferred all the data into a small security device. A squad is assigned the
task of escaping from the colony with the device in order to reach the
distress beacon on the western plains. However the journey is not easy. The
route through Paradise Valley is very dangerous because all the local wildlife
is hostile and deadly. An underground network of tunnels can make the journey
easier, but the entrances and exits are all hidden. A sentient race known as
the Sectoids tend to collect and store weaponry taken from humans unfortunate
enough to meet them, and they have the ability to use these weapons as well.
In the valley above the vegetation provides cover for the vicious Venomous
Splurges whose acidic spit is lethal. Only the most ingenious squad leader
could possibly negotiate Paradise Valley.

REBEL SQUAD:        Deploy: on red and yellow squares on left of map
                    Victory Conditions: the security device must reach right
                    hand side of map. Initially carried by Corporal Hansen
ALIENS:             Deploy: computer randomly places aliens
                    Victory Conditions: kill all rebels

NOTE: This level appears to be bugged at higher difficulty levels with the
computer gaining reinforcements of Venomous Splurges, who then sit in a corner
of the map and don't move (unless you walk too near them).

#6 "THE STARDRIVE"

A band of mercenaries known as the 'Engineers' have raided a Rebel ship and
captured the stardrive controller for the new Rebel fighter. They have taken
is back to their base beneath the city of Pashir on the planet Prozine 5. A
Rebel squad from the 7th Brigade has been sent to recover the device, but the
sewers of Pashir are infested with droids, not rats.

7th BRIGADE:        Deploy: on red and yellow squares on left of map
                    Victory Conditions: find, capture and take Stardrive to
                    left hand side of map
                    Note: Need "Las Cutter" gun to destroy doors
ENGINEERS:          Deploy: on blue squares in building on right of map
                    Victory Conditions: eliminate all rebels

#7 "LASER PLATOON"

This scenario is a great test of skill and stamina involving up to 74 units.
In the two player version each side has identical units and the map is
symmetrical. There can only be ten units per side on the amp at once, but if
units are killed reinforcements will arrive at a rate of one every five turns
up to a maximum of 27. In the one player version the Laser Platoon does not
have an armoury droid and the rate of reinforcements for the Federation
depends on the difficulty level selected.

LASER PLATOON:      Deploy: on red squares on top and left of map
THE FEDERATION:     Deploy: on blue squares on bottom and right of map
VICTORY CONDITIONS: Same for both sides: completely eliminate the enemy. If
                    you have no units on the map at any stage in the game you
                    will lose even if reinforcements are due to arrive.

